/Engine/Plugins/MovieScene/MovieRenderPipeline/Source/MovieRenderPipelineCore/Public/MoviePipelineAntiAliasingSetting.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMoviePipelineAntiAliasingSetting : public [UMoviePipelineSetting](API\Plugins\MovieRenderPipelineCore\UMoviePipelineSetting)
float
AccumulationGamma
For advanced users, the gamma space to apply accumulation in.
TEnumAsByte< EA...
AntiAliasingMethod
If we are overriding the AA method, what do we use? None will turn off anti-aliasing.
bool
bOverrideAntiAliasing
Should we override the Project's anti-aliasing setting during a movie render? This can be useful to have TAA on during normal work in the editor but force it off for high quality renders /w many spatial samples.
bool
bRenderWarmUpFrames
Should we submit the warm-up frames to the GPU? Generally you want this disabled (as it is more performant), but some systems (such as gpu particles) need to be rendered to actually perform their warm-up.
bool
bUseCameraCutForWarmUp
Should we use the excess in the camera cut track to determine engine warmup? When disabled, the sequence is evaluated once at the first frame and then waits there for EngineWarmUpCount many frames.
int32
EngineWarmUpCount
The number of frames at the start of each shot that the engine will run without rendering.
int32
RenderWarmUpCount
The number of frames at the start of each shot that the engine will render and then discard.
int32
SpatialSampleCount
How many frames should we accumulate together before contributing to one overall sample.
int32
TemporalSampleCount
The number of frames we should combine together to produce each output frame.